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===SM Ranged Weapons=== *'''Boltgun:''' The classic 24" Rapid Fire S4 gun everything else is compared against. Nothing to write home about, good or bad. And yet, you likely won't see too many of these in a Space Marine Killteam, as there are plenty of better weapons options and not enough bodies to wield them. *'''Combi-Weapon:''' A Bolter with an underslung flamer/grav/melta/plasmagun. You can fire either/or as per normal, or shoot both at a -1 penalty. It gives your Sergeant solid flexibility, but removes your bolt pistol as of the most recent errata. It pairs well with a nearby Comms Specialist to give it a +1 and fire both guns without penalty. It's also the only way to have a second special weapon, but, sadly, it's mutually exclusive with the Auspex. *'''Shotgun:''' 12" Assault 2 S4 that becomes S5 at half range. Useful in the hands of a ''Scout'' Scout - not only can they close the distance by moving up to 8" and re-rolling advances, but a lvl3 one can use '''Move unseen''' to teleport into S5 range. *'''Sniper Rifle:''' 36" Heavy 1 S4, it allows Scouts to score a mortal wound on a 6+ to wound. It also ignores the long range shooting penalty. Literally the only advantage the regular Sniper Rifle has over the Bolt Sniper Rifle is that bringing a Sniper rifle armed Scout is 7 points cheaper than an Eliminator armed with a Bolt Sniper Rifle. *'''Bolt Rifle:''' AP-1 Bolter with excellent 30" range, so it not only threatens the entire table from a suitable vantage point but it also shoots twice 3" before most enemies are able to do the same. Plus the AP makes it always useful. Most situations the Rapid Fire and -1 AP will make this weapon superior to the auto/stalker variants for your intercessors. *'''Auto Bolt Rifle:''' Two-shot Assault Bolter for your Intercessors. Shooting twice across its entire range, it's not in such a hurry to close in like other Rapid Fire weapons are. So, good rate of fire and mobility, a good all rounder. **'''Master-Crafted Auto Bolt Rifle:''' Exact same as the standard version, but with 2 damage. Exclusive to the Primaris Captain and Lieutenant. *'''Stalker Bolt Rifle:''' 36" Heavy 1 S4 AP-2 gun for your Intercessors. It ''doesn't'' ignore range like the actual Sniper rifle does, but it's used in a similar fashion, with better results due to its armour penetration. Its pretty decent for a free weapon, but doesn't compete with special weapons for true firepower. While it performs slightly better against MEQs and at range than the Auto Bolt Rifle, it is significantly less flexible, sacrificing more against GEQs and Invulns than it gains against MEQs. **'''Master-Crafted Stalker Bolt Rifle:''' Exact same as the standard version, but with 2 damage. Exclusive to the Primaris Captain and Lieutenant. Has exactly the same caveat about the Master Crafted Auto Bolt Rifle that its vanilla cousin has about the Auto Bolt Rifle. *'''Bolt Carbine:''' Literally the same as the Auto Bolt Rifle, for Reivers. If you want a more mobile Intercessor, you give this to a Reiver, otherwise you use something else. Quite simple, really. *'''Marksman Bolt Carbine:''' A bolt carbine with the bonus of auto-passing wound rolls on a hit roll of 6. Exclusive to Infiltrators. *'''Storm bolter:''' A boltgun with double the shots. The storm bolter is the default weapon for terminators, though company veterans and sternguard can also take one. Good for dealing with hordes, or for any situation where you need quantity over quality in terms of shots. *'''Wrist-Mounted Grenade Launcher:''' A wargear option only available to Terminator Captains equipped with a Power fist. This nifty weapon attaches to the power fist and provides the Captain with d3 extra shots. Because it is not a pistol or grenade weapon, it can be fired in the same turn as the Captain's main gun. The 12 inch range is pretty bad, but given the Captain's base to-hit is 2+, it isn't impossible for this to hit things at the edge of its range. Only costs 2 points, but that is on top of cost of the prerequisite power fist, which costs as much as a tactical marine. It does have one point of AP, which is still one more than the default storm bolter, so it has a slightly better chance of cracking open armored targets. If you are running a power fist anyway, this is a neat little bonus, but taking the powerfist just for access to this is a questionable decision. **Note: With the default storm bolter, the wrist-mounted grenade launcher gives the marine 5-7 shots per turn against anything inside 12 inches. With a combi-flamer, that turns to 3-5 shots, with an additional 1-6 auto-hitting flamer shots against anything within 8 inches. Few models in kill team have the power to make that many shots in one turn. This can be particularly deadly in overwatch, where the volume of attacks make it more likely for one to go through, and anything that survives has to tangle with the power fist. *'''Accelerator Autocannon:''' Exclusive to the suppressors these weapons are classed as heavy but have some the longest range of SM weapons and have a slightly OP ability.IF you wound a target (Not hard with St:7 and AP:-2) you prevent that model from shooting and this effect extends to all models within 2 inches. Currently the only option for suppressors. *'''Las Fusil:''' This gun is everything the lascannon wishes it could be but isn't, for a much more reasonable cost. It will wound all but the toughest units on 2s, and everything else on 3s, and the AP is just as good. Damage 3 arguably makes it better than its heavy cousin, the lascannon, since there is no chance of rolling a 1 for damage. *'''Occulus Bolt Carbine:''' The weapon of choice for the new incursor profile. Basically a regular bolt carbine with a scope that gives it +1 to it against obscured targets. Stacks nicely with the auspex buff. **'''Master-Crafted Occulus Bolt Carbine:''' Exact same as the standard version, but with 2 damage. Exclusive to the Lieutenant in Phobos Armour *'''Bolt Sniper Rifle:''' A choose-your-own-adventure weapon exclusive to Eliminators with stats entirely dependent on what round you use but all have strength 5. Ammo can be changed every time you shoot. **'''Executioner Round:''' St:5, AP:-2 and D3 damage. Useful for when you need to bring down targets reliably. **'''Mortis Round:''' Plus 2 to hit and doesn't require line-of-sight. If you're prioritizing keeping your Eliminator alive go with this. Pairs well with "Concealed position" **'''Hyperfrag Round:''' Does D3 shots. Good for when you need to need to deal more shots than damage for some reason. *'''Instigator Bolt Carbine:''' St:4, AP:-1, 2 damage with Assault 1, added by Annual and exclusive to the Eliminator Sergeant. Great on a White Scars Scout specialist. **'''Master-Crafted Instigator Bolt Carbine:''' Exclusive to the Captain in Phobos Armor, its rather different to its vanilla version. Changes to Heavy 1, gains an extra 6" of range, an extra point of AP and you ignore the long range penalty to hit rolls. All comes together to what should be a solid, reliable weapon, especially against GEQs, except that its on an 81pt model. *'''Special Issue Boltgun:''' The Sternguard's signature weapon and 1-point additional tax, the special issue boltgun is, as the name suggests, an upgraded boltgun. These upgrades take the form of 6 inches extra range and -2 AP, making it actually better than Belisarius Cawl's fancy new bolt rifle. '''Special Weapons:''' They all have their use, but their limited nature forces you to really think what its role will be. *'''Flamer:''' All the -1s to hit in kill-team make flamers a valuable pick, especially in the hands of a Demolitions Specialist. *'''Grav-gun:''' 18" Rapid Fire S5. D3 damage vs MEQs makes it a good counter against them (especially Rubrics), although the range and subpar strength make it somewhat less useful than the Plasma Gun. *'''Meltagun:''' While the vehicles that a meltagun is typically used against don't exist in Kill-Team, its short range is less of an issue on the small playing field and the high amount of damage it causes will all but guarantee that anything shot by it will be out of action. ''Heavy'' specialists can advance without shooting penalties, so they have an easier time getting it into range. *'''Plasma Gun:''' The classic sungun, you know the drill. High AP, two settings: Safe solid Str7 to wound everyone on a 3+, or Str8 to wound everyone on a 2+ and deal 2D, but risk blowing up. Not even flesh wounds, just death. That is <u>only natural 1s</u>, regardless of modifiers, so give it to a Sniper to re-roll them - it also means a Comms can't save you either. '''Heavy Weapons:''' They've got good range, so long shots won't be a problem. Moving is, so it makes sense for Heavy weapons to be handled by the Heavy specialist. *'''Missile Launcher:''' The longest ranged weapon you've got, good against both lightly armored enemies and tougher foes. Sternguard gunners and {{W40kKeyword|Dark Angels}} veterans can take them, but at double a scout or tactical marine would pay. *'''Heavy Bolter:''' Plenty of shots, AP-1, and 36" range makes this your staple heavy weapon. *'''Grav-cannon and Grav-Amp:''' A heavy four-shot grav-gun with longer range. Good for cracking heavily armored foes, but pricey. *'''Heavy Flamer:''' Exclusive to Sternguard Veterans and Terminator Gunners. A flamer with one extra strength and ap. Note that a Terminator with this retains access to their Power Fist or Chainfist. Put that combo on an objective and dare your opponent to get close to it. *'''Lascannon:''' The most expensive weapon available to Space Marines (excluding commander wargear), this costs one point more than a tactical marine. Its profile is nearly equivalent to a krak missile, but with one extra strength and AP. It will wound anything on a 3+, and all but the toughest on 2+, but so will a missile launcher. The extra AP is useful, but not necessarily useful enough to merit giving up an extra body on the field. *'''Multi-Melta:''' Heavy meltagun with twice the range. A heavy specialist with this will be slower than if they had a meltagun, but the range increase can make up for that. That said, it does cost as much as a scout. *'''Plasma Cannon:''' Heavy D3 plasma gun with longer range. Not bad, but arguable worse than the plasma gun in that the plasma gun gets a guaranteed two shots in within half range, where the cannon can always roll a 1. Also, rolling a high number of shots on overcharge just increases your risk of instantly losing the model carrying it. {{W40kKeyword|Dark Angel}} Terminators can carry one, and their chapter tactic mitigates the risk of overcharge melting your most expensive model. Costs the same as a tactical marine. *'''Assault Cannon:''' This Heavy 6 gun is so heavy only a Terminator Gunner can use it. It has decent strength and ap, and with that many shots something is bound to connect and do damage. The 24 inch range means that you might want to make the Terminator carrying this a Heavy specialist so they can get within optimal range. Surprisingly affordable for what it does, especially when you consider it replaces the cost of the Terminator standard Storm Bolter. *'''Cyclone Missile Launcher:''' Terminator-mounted missile rack that turns a marine into a walking artillery platform. Much like its smaller cousin, it has frag and krak missile profiles, with mostly the same stats save for extra shots. It does pay for this with shorter range, though. The Terminator carrying this gets to keep their Storm Bolter, though you probably shouldn't bother using it unless something closes to rapid fire range. '''Pistols:''' '''Remember everyone in your Kill Team (except combi-weapons sergeants) has a Pistol''', which can save your ass in combat, as not all enemies have one and [https://youtu.be/7YyBtMxZgQs?t=11 shooting happens before melee]. Furthermore, dealing a Flesh Wound in the shooting phase increases the chances of landing a true kill in melee. *'''Bolt Pistol:''' The classic bolt pistol. Really entertaining to have spam meleeists like hormagaunts slam into combat with Tacticals or Intercessors, fail to kill them and suddenly have the color drain from their face when they realize that they'll get shot apart in the next shooting phase before your marines even begin curb stomping. *'''Heavy Bolt Pistol:''' Reiver Bolt Pistol with AP-1, so it's their actual source of AP in melee. Anyone with an armour save will start sweating once your stabby boys pull out their ''DESERT EAGLES'' and begin dropping dudes before they even get into melee and steadily afterwards. Despite Kill Team being a close ranged affair, this is a pistol first and foremost - Carbine Reivers have no reason to use it over their main gun, as there are range penalties and two AP0 shots are better than a single AP-1 shot, especially with the Flesh Wound mechanic. *'''Grav Pistol:''' Sergeant sidearm. Extra punch for close combat, or something for your Auspex Sgt. to contribute with. Best against single wound MEQs, but good vs everything. *'''Plasma Pistol:''' Sergeant sidearm. Extra punch for close combat, or something for your Auspex Sgt. to contribute with. Best against GEQs, but good vs everything. You're sooo not supercharging this. Not on your Sergeant, at least not without re-rolls nearby you aren't. *'''Absolver Bolt Pistol:''' Chaplain exclusive. A heavy bolt pistol with extra range. Better than not having any gun. *'''Hand Flamer:''' {{W40kKeyword|Blood Angel}} exclusive. Weaker flamer with shorter range, and only D3 shots. However, as a pistol, it can be fired in melee. Unlikely to scare any but the squishiest of troops. *'''Inferno Pistol:''' {{W40kKeyword|Blood Angel}} exclusive. A half range meltagun that uses pistol instead of assault rules. At 6 inches of range, you practically need to be in melee to be within half range. The good news is, as a pistol, it can be used in melee. If you somehow survive but fail to kill your target, this is a good way to finish them off the next turn. The high strength practically guarantees a 2+ to wound, and the good AP means that the target will either be rolling a 6+ save at best, or falling back on an invuln save. And in melee, the special ability (roll two d6 for damage, drop the lowest) will always trigger, giving you a fairly reliable source of damage output. '''Grenades:''' You're not in 40K anymore, Kill Team's game mechanics make using a grenade a risky endeavour. Only 6" range, you can't use them after an Advance or failed charge, and being an I-go-You-go game, at such close range the enemy might charge before you get to shoot. And even in overwatch you're better off using another weapon, unless it's a bolt pistol. IF the enemy goes before AND they fail a charge AND they get so close to you that you'd need to have the initiative the next turn to have a chance of escape AND they're a unit you wouldn't want to be in combat with despite going first after an easy charge, THEN you might use them. See how hard to use they are? That's why the Intercessor Gunner's Auxiliary Grenade Launcher is such a game changer, especially if he's your Demolitions specialist. If playing a Campaign, a lvl2 Grenadier Demo also has an easier time using them, and a Scout can use '''Quick March''' to move farther before throwing the grenade. *'''Frag Grenade:''' It usually translates to a couple of lasgun shots. At 6" all your other weapons surpass it. *'''Krak Grenade:''' S6 AP-1 D3 dmg. An argument could be made for hurting tougher, multiwound boys like Tyranid Warriors, Gene-Cult Aberrants, Stealthsuits, Ork Nobs and the odd Primaris Marine. *'''Shock Grenade:''' Reiver exclusive. 1d3 shots, no damage but hit models can't neither Overwatch nor be Readied until the end of the next whole battle round, and they have to substract 1 from all hit rolls until then. The only argument that can be made for tucking this grenade ''instead of just charging/shooting it'' is that Grapnel launchers don't work on charges AND you're not confident you can kill the enemy with your Heavy bolt pistol/Carbine. That and the melee target being too dangerous to fight without playing dirty first. *'''Melta Bomb/s:''' A five point upgrade for the already expensive vanguard veterans. Basically acts as a 4-inch meltagun shot, without the meltagun's signature damage reroll. Even with the fact that grenades ignore range penalties, it still has a shorter range than the meltagun. There isn't much reason to take this.
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